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Bodyguard

Luck: 50
ANTAGONIST
Skills
Saber: 50%, 30 physical
damage
Anything Else: 40%, 10 damage
Benefits
Protector: If the bodyguard
can interpose himself
between an attacker
and their target,
the bodyguard can
force that attack to
target him instead.
Bounty
Hunter
Luck: 50
ANTAGONIST
Skills
Hand crossbow: 50%,
40 physical damage
Short sword: 50%,
30 physical
damage
Anything
Else: 40%,
10 damage

Benefits
Relentless: This
character does
not gain challenge
dice ( ) to rolls as
a result of having wounds.
City Watch
Musketeer
Luck: 50
ANTAGONIST
Skills
Flintlock rifle: 50%, 70 damage,
2 wounds when wounding,
no challenge dice ( ) for
attacking targets at long
range, extremely loud,
3 actions to reload
Anything Else: 40%,
10 damage
Benefits
none.
Concerned
Citizen
Luck: 50
ANTAGONIST
Skills
Axe or hammer: 50%,
30 physical damage
Anything Else: 40%, 10 damage
Benefits
Zeal: Any attempt to
intimidate or frighten
this character gains
one challenge die
( ) on the roll.
Cultist
Luck: 50
ANTAGONIST
Skills
Sinuous dagger: 50%,
20 physical damage
Anything Else: 40%, 10 damage
Benefits
They Could Be Anyone: The
Judge can spend 4 heat
( ) at any time in
a scene to declare that a
minor, background
character in that
scene is actually
the cultist.
Hired
Killer
Luck: 50
ANTAGONIST
Skills
Knife: 50%, 20 physical
damage
Anything Else: 40%,
10 damage
Benefits
Unexpected: If the
Judge spends heat
to add this character
to the scene as a
complication, the
Judge does not have
to reveal the killer’s
presence right away.
Mercenary
Luck: 50
ANTAGONIST
Skills
Longsword: 50%, 30 physical damage
Anything Else: 40%, 10 damage
Benefits
Skeptic: Any attempt to
convince or coerce this
character gains
one challenge
die ( ) on
the roll.
Pirate
Luck: 50
ANTAGONIST
Skills
Cutlass: 50%, 30 physical
damage
Anything Else: 40%, 10 damage
Benefits
Bloodthirsty: This
character regains
all his lost luck
each time he
deals a wound
to an opponent.
Private
Security
Officer
Luck: 50
ANTAGONIST
Skills
Saber: 50%, 30 physical
damage
Anything Else: 40%,
10 damage
Benefits
Inspire Discipline: Any
mental attack made
against members of a
private security force under this
character’s command gains one
challenge die ( ) on the roll.
Rooftop
Sniper
Luck: 50
ANTAGONIST
Skills
Heavy crossbow:
50%, 50 physical
damage, 1 action
to reload
Anything Else: 40%,
10 damage
Benefits
none.
Soldier
Luck: 75
ANTAGONIST, AGENT OF THE CROWN
Skills
Hand crossbow: 50%, 40 physical
damage
Longsword: 50%, 30 physical
damage
Anything
Else: 40%,
10 damage

Benefits
none.
Watch
Lieutenant
Luck: 50
ANTAGONIST, AGENT
OF THE CROWN
Skills
Saber: 50%, 30 physical damage
Anything Else: 40%, 10 damage
Benefits
Chain of Command: If City Watch
minions are defending this
character in the scene,
attacks against the
lieutenant gain
two challenge
dice ( ) on
the roll.
Fussy
Bureaucrat
Luck: 50
ANTAGONIST, DRAMATIC ENEMY
Skills
Interrogate: 50%, 30 mental damage
Anything Else: 40%, 10 damage
Benefits
Dramatic Enemy:
Physical attacks against
this character are
treated as though
the bureaucrat
has 0 luck.
Lesser
Merchant
Luck: 50
ANTAGONIST, DRAMATIC ENEMY, MERCHANT
Skills
Interrogate: 50%, 20 mental damage
Anything Else: 40%, 10 damage
Benefits
Dramatic Enemy: Physical attacks
against this character are
treated as though the
merchant has 0 luck.
Naturally Suspicious:
Any attempt to deceive
this character gains
one challenge die
( ) on the roll.
Minor Noble
Luck: 50
ANTAGONIST, DRAMATIC ENEMY, NOBLE
Skills
Intimidate: 50%, 20 mental damage
Anything Else: 40%, 10 damage
Benefits
Dramatic Enemy:
Physical attacks
against this character
are treated as though
the noble has 0 luck.
Superiority
Complex: Any
mental attack
made against
this character by a character who is not
(or does not appear to be) a noble gains
one challenge die ( ) on the roll.
Bravo
Luck: 50
ANTAGONIST, NOBLE
Skills
Rapier: 50%, 30 physical damage
Intimidate: 50%, 20 mental damage
Anything Else: 40%, 10 damage
Benefits
Against All Odds: Each time this
character is attacked, add one
challenge die
( ) to the
attack roll
for each
time the
bravo has
been
attacked
since the
end of the
bravo’s last turn.
Blooded
Capo
Luck: 200
MAJOR VILLAIN
Skills
Stiletto: 80%, 40 physical damage
Threaten: 65%, 30 mental damage
Anything Else: 40%, 30 damage
Benefits
Brutal: If this
character reduces
a target to 0 luck with
a physical attack, the
target of that attack
also takes 1 wound.
Unflappable: This character
halves any damage he or she
takes from mental attacks.
Cult Leader
Luck: 200
MAJOR VILLAIN
Skills
Mind-altering sorcery: 80%,
60 mental damage
Anything Else: 40%, 30 damage
Benefits
Mind Control: If this character
reduces another character
to 0 luck using sorcery, that
character becomes the thrall
of the cult leader, obeying
the leader’s every command
until the cult leader dies.
My People are Everywhere:
The Judge can spend 4 heat
( ) to add a size 4
squad of cultist minions to the scene if
this character calls for them, revealing them
from among background characters
inconsequential to the scene.
Dredger
Luck: 200
MAJOR VILLAIN
Skills
Flintlock pistol: 80%, 70 damage,
2 wounds when wounding,
extremely loud, 1 action to reload
Anything Else: 40%, 30 damage
Benefits
Against All Odds: Each time
this character is attacked,
add one challenge die
( ) to the attack
roll for each time
the Dredger has been
attacked since the end of
the Dredger’s last turn.
Naturally Suspicious: Any
attempt to deceive this
character gains one challenge
die ( ) on the roll.
Sorcerer
Luck: 200
MAJOR VILLAIN
Skills
Destructive sorcery: 80%,
60 physical damage
Anything Else: 40%,
30 damage
Benefits
Against All Odds:
Each time this character
is attacked, add one
challenge die ( )
to the attack roll for each
time the sorcerer has been
attacked since the end of
the sorcerer’s last turn.
I’ll Destroy You All: For each
boon this character rolls on
an attack using sorcery, this
character targets one additional
character with that same attack.
Spider
Luck: 200
MAJOR VILLAIN, AGENT OF THE CROWN
Skills
Interrogate: 80%, 40 mental
damage
Flintlock pistol: 65%,
70 damage, 2 wounds
when wounding, extremely
loud, 1 action to reload
Rapier: 65%, 50 physical damage
Anything Else: 40%,
30 damage
Benefits
Against All Odds: Each time this character is
attacked, add one challenge die ( ) to the
attack roll for each time the Spider has been
attacked since the end of the Spider’s last turn.
Truthseeker: If characters attempt to lie
to or otherwise deceive anyone in a scene
containing this character, they may not
push their luck if their initial roll fails.
Archpriest
Luck: 200
MAJOR VILLAIN,
DRAMATIC ENEMY
Skills
Intimidate: 80%, 40 mental
damage
Anything Else: 40%,
30 damage
Benefits
Dramatic Enemy: Physical
attacks against this character
are treated as
though the
archpriest
has 0 luck.
Untouchable:
Any physical attacks
against this character
automatically generate 6
heat ( ).
Powerful
Merchant
Luck: 200
MAJOR VILLAIN, DRAMATIC ENEMY, MERCHANT
Skills
Interrogate: 80%, 40 mental damage
Anything Else: 40%, 30 damage
Benefits
Dramatic Enemy: Physical attacks
against this character are treated
as though he or she has 0 luck.
Naturally Suspicious: Any
attempt to deceive this
character gains one challenge
die ( ) on the roll.
Scheming
Senator
Luck: 200
MAJOR VILLAIN, DRAMATIC ENEMY
Skills
Coerce: 80%, 40 mental damage
Anything Else: 40%, 30 damage
Benefits
Dramatic Enemy: Physical attacks
against this character
are treated as though
the senator has 0 luck.
Secret Protector: The
Judge can spend 4 heat
( ) to add an
antagonist to the scene
(someone assigned by
the Crown to protect this
character) at any time.
Magistrate
Luck: 200
MAJOR VILLAIN, DRAMATIC
ENEMY, AGENT OF THE CROWN
Skills
Interrogate: 80%, 40 mental
damage
Anything Else: 40%,
30 damage
Benefits
Dramatic Enemy: Physical
attacks against
this character are
treated as though the
magistrate has 0 luck.
Humiliation: If this
character reduces another
character to 0 luck, that
character loses all Influence.
Imperious
Noble
Luck: 200
MAJOR VILLAIN, DRAMATIC ENEMY, NOBLE
Skills
Coerce: 80%, 40 mental damage
Intimidate: 65%, 40 mental damage
Anything Else: 40%, 30 damage
Benefits
Dramatic Enemy: Physical attacks
against this character are treated
as though the noble has 0 luck.
Superiority Complex: Any mental
attack made against this character
by a character who is not (or does
not appear to be) a noble gains two
challenge dice ( ) on the roll.
Never Far From Guards: The Judge can
spend 4 heat ( ) to add a size
4 squad of private security force minions
to the scene if this character calls for them.
City Watch
Patrol
Luck: —
MINION SQUAD (SIZE 2),
AGENT OF THE CROWN
Skills
Saber: 50%, 10 physical damage
Anything Else: 40%,
10 damage
Benefits
Collective Strength:
Every successful
attack (or boon
on an attack)
against the squad
reduces its size by 1
and its damage by 5.
Blooded
Thugs
Luck: —
MINION SQUAD (SIZE 5)
Skills
Sap: 50%, 25 physical
damage
Anything Else: 40%,
25 damage

Benefits
Collective Strength: Every successful
attack (or boon on an attack) against
the squad reduces its size by
1 and its damage by 5.
Private
Security
Guards
Luck: —
MINION SQUAD (SIZE 5)
Skills
Club: 50%,
25 physical
damage
Anything Else: 40%,
25 damage

Benefits
Collective Strength:
Every successful
attack (or boon on an attack)
against the squad reduces its
size by 1 and its damage by 5.
Blooded
Underboss
Luck: 100
MINOR VILLAIN
Skills
Rusty dagger: 65%, 30 physical
damage
Anything Else: 40%,
20 damage
Benefits
Brutal: If this character
reduces a target to 0
luck with a physical
attack, the target
of that attack also
takes 1 wound.
Brutish
Lieutenant
Luck: 100
MINOR VILLAIN
Skills
Fists and feet: 65%, 20 physical damage
Intimidate: 50%, 30 mental damage
Anything Else: 40%, 20 damage
Benefits
Against All Odds: Each time
this character is attacked, add
one challenge die ( )
to the attack roll for each
time the lieutenant has been
attacked since the end of
the lieutenant’s last turn.
Barroom Brawler: This
character can make two
fists and feet attacks on his
turn, but the attacks must be
against different targets.
Church
Assassin
Luck: 100
MINOR VILLAIN
Skills
Hand crossbow: 65%,
50 physical damage
Stiletto: 50%, 30 physical
damage
Anything Else: 40%,
20 damage
Benefits
Against All Odds: Each time
this character is attacked,
add one challenge die ( ) to
the attack roll for each time the
assassin has been attacked since
the end of the assassin’s last turn.
Teleport: As an action, this
character teleports to any
place he or she can see.
Cult
Recruiter
Luck: 100
MINOR VILLAIN
Skills
Coerce: 65%, 30 mental damage
Mind-altering sorcery: 50%,
30 mental damage
Anything Else: 40%, 20 damage
Benefits
They Could Be Anyone: The
Judge can spend 12 heat at any
time in a scene to declare that
a background character in that
scene is actually this character.
Subtle: When this character
uses sorcery to attack
someone, the Judge
does not have to reveal
that this character is the
one making that attack.
Endless
Dawn
Provocateur
Luck: 100
MINOR VILLAIN
Skills
Interrogate: 65%, 30 mental damage
Intimidate: 50%, 30 mental damage
Anything Else: 40%, 20 damage
Benefits
Zeal: Any attempt to
intimidate or frighten
this character gains
one challenge die
( ) on the roll.
Emboldened by the Mob:
If there are any other
members of the Endless
Dawn in a scene, this character
regains 10 luck at the start
of each of his or her turns.
Pirate
Captain
Luck: 100
MINOR VILLAIN
Skills
Cutlass: 65%, 40 physical damage
Command: 65%, 30 mental
damage
Anything Else: 40%,
20 damage
Benefits
Bloodthirsty: This
character regains all
his lost luck each time
he deals a wound
to an opponent.
Dead Men Tell No Tales:
Once per turn in a drama
scene, this character can
increase the damage dealt
by a squad of minions by 10.
Veteran
Bounty
Hunter
Luck: 100
MINOR VILLAIN
Skills
Hand crossbow: 65%, 50 physical damage
Short sword: 50%, 40 physical
damage
Bolas: 50%, 30 physical damage
Anything Else: 40%, 20 damage
Benefits
Against All Odds: Each time this character
is attacked, add one challenge die ( )
to the attack roll for each time the bounty
hunter has been attacked since the
end of the bounty hunter’s last turn.
Relentless: This character does not add
challenge dice ( ) to rolls
as a result of having wounds.
Captain
of the
Watch
Luck: 100
MINOR VILLAIN, AGENT OF THE CROWN
Skills
Saber: 65%, 40 physical damage
Hand crossbow: 50%, 50 physical
damage
Anything Else: 40%,
20 damage
Benefits
Inspire Discipline:
Any mental attack
made against
members of the
City Watch under this
character’s command
gains one challenge
die ( ) on the roll.
Crown
Investigator
Luck: 100
MINOR VILLAIN, AGENT OF THE CROWN
Skills
Interrogate: 65%, 30 mental damage
Hand crossbow: 50%, 50 physical damage
Anything Else: 40%, 20 damage
Benefits
Naturally Suspicious: Any
attempt to deceive this
character gains one challenge
die ( ) on the roll.
On the Trail: When
this character is in a
scene, if the scene ends
and the investigator is
still alive, add 2 heat
( ) to the heat pool.
Military
Officer
Luck: 100
MINOR VILLAIN, AGENT
OF THE CROWN
Skills
Saber: 65%, 40 physical damage
Intimidate: 50%, 30 mental damage
Anything Else: 40%,
20 damage
Benefits
Commanding Officer: If
this character is in the
same scene as a squad
of soldier minions
under her command,
increase the chance
of success for any
physical attack
made by those
minions by 20%.
Calculating
Noble
Luck: 100
MINOR VILLAIN, DRAMATIC ENEMY, NOBILITY
Skills
Coerce: 75%, 30 mental damage
Intimidate: 50%, 30 mental damage
Anything Else: 40%,
20 damage
Benefits
Dramatic Enemy: Physical
attacks against this
character are treated as
though he or she has 0 luck.
Superiority Complex: Any mental
attack made against this
character by a character who
is not (or does not appear to
be) a noble gains two challenge
dice ( ) on the roll.

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